tag:blogger.com,1999:blog-3684028292581698421.post4189076674004124155..comments2018-04-19T17:59:15.015+07:00Comments on GLideN64: Frame buffer emulation. Introgonetzhttp://www.blogger.com/profile/08505275620490166369noreply@blogger.comBlogger15125tag:blogger.com,1999:blog-3684028292581698421.post-52642541627246742312013-11-16T03:07:36.553+08:002013-11-16T03:07:36.553+08:00What about Pokemon Puzzle League and Dr. Mario? T...What about Pokemon Puzzle League and Dr. Mario? They have special buffer effects that don&#39;t work in many plugins as well. :)rhy o'drinnanhttps://www.blogger.com/profile/17147647507084696188noreply@blogger.comtag:blogger.com,1999:blog-3684028292581698421.post-1101154550513978402013-10-30T10:18:13.022+08:002013-10-30T10:18:13.022+08:00Um, in the Mario Tennis screenshot, is it just me ...Um, in the Mario Tennis screenshot, is it just me or is the white stripe/bar on the bottom of the net not supposed to be there? I didn&#39;t recall it being there and from a google image search the only time it is in an image is when it&#39;s an image from a PC emulator...Nintendo Maniac 64https://www.blogger.com/profile/11694133248624482091noreply@blogger.comtag:blogger.com,1999:blog-3684028292581698421.post-42835922918783737102013-10-29T16:42:08.078+08:002013-10-29T16:42:08.078+08:00My idea to emulate depth buffer using FBO with dep...My idea to emulate depth buffer using FBO with depth texture is failed. Moreover, it is listed among GLSL : common mistakes (http://www.opengl.org/wiki/GLSL_:_common_mistakes)<br /><br />imageLoad and imageStore require OGL 4.2+<br />Thus, ogles version will not get depth buffer emulation. Pity.<br />gonetzhttps://www.blogger.com/profile/08505275620490166369noreply@blogger.comtag:blogger.com,1999:blog-3684028292581698421.post-57881888476841910122013-10-24T17:02:09.077+08:002013-10-24T17:02:09.077+08:00Hi, Olivieryuyu!
AFAIR, yes, the same thing. I fo...Hi, Olivieryuyu!<br /><br />AFAIR, yes, the same thing. I forgot about that game. Need to check it :)gonetzhttps://www.blogger.com/profile/08505275620490166369noreply@blogger.comtag:blogger.com,1999:blog-3684028292581698421.post-13967212862489481912013-10-23T18:27:37.545+08:002013-10-23T18:27:37.545+08:00Very nice!!!!
This VI emulation is more or less t...Very nice!!!!<br /><br />This VI emulation is more or less the same things for Top Gear Overdrive menu, no?<br /><br />Olivieryuyu :-)85f01554-3bcd-11e3-bba6-000bcdcb8a73https://openid.aol.com/opaque/85f01554-3bcd-11e3-bba6-000bcdcb8a73noreply@blogger.comtag:blogger.com,1999:blog-3684028292581698421.post-18697373348052875462013-10-21T13:36:46.615+08:002013-10-21T13:36:46.615+08:00Almost all screenshots are taken with Glide64. Lot...Almost all screenshots are taken with Glide64. Lots of work need to be done to achieve that level of compatibility with GLideN64.gonetzhttps://www.blogger.com/profile/08505275620490166369noreply@blogger.comtag:blogger.com,1999:blog-3684028292581698421.post-74777639489887808262013-10-21T11:15:19.827+08:002013-10-21T11:15:19.827+08:00All I can say is that every screenshot on this pag...All I can say is that every screenshot on this page is breathtaking.Bigheadhttps://www.blogger.com/profile/07840353079168533882noreply@blogger.comtag:blogger.com,1999:blog-3684028292581698421.post-50922391634282458972013-10-21T11:12:18.823+08:002013-10-21T11:12:18.823+08:00(I think) a lot of the reason N64 emulators use pl...(I think) a lot of the reason N64 emulators use plugins is because of two main reasons: PJ64 was the first emulator to receive a great deal of recognition by the general public which used zilmar&#39;s plugin spec and allowed independent authors to contribute their own works for graphics, sound, input, and rsp without being directly involved in a project. It wasn&#39;t long before all mainstream emulators adopted this spec (1964, Mupen64, Apollo64) and all plugins were designed around it. Which leads to the second reason: there was never really a time where all of the most experienced n64 emu authors collaborated their efforts into a single project. To my knowledge they shared information and ideas, but mostly worked independently. Most projects remained closed source for a long time, and some still do. And because of this, current open emus like mupen64plus still use plugins because there has been no real progress in HLE graphics since Glide64, and some older plugins are still needed where Glide64 fails (like when games currently need LLE plugins like z64gl). It would be great to see one big HLE n64 project like Dolphin and PCSX2, but I doubt it will ever happen. Most eyes and ideals atm seem to be focused on cycle accuracy (like cen64 by MarathonMan) which will be slow for a long time and lack HLE features.Bigheadhttps://www.blogger.com/profile/07840353079168533882noreply@blogger.comtag:blogger.com,1999:blog-3684028292581698421.post-22678650253496689982013-10-21T10:45:17.909+08:002013-10-21T10:45:17.909+08:00Thanks for the hint! It is also possible to use re...Thanks for the hint! It is also possible to use renderbuffer with attached texture. I do not start that part yet, will see what is more suitable.gonetzhttps://www.blogger.com/profile/08505275620490166369noreply@blogger.comtag:blogger.com,1999:blog-3684028292581698421.post-21175475543182100802013-10-21T10:40:48.604+08:002013-10-21T10:40:48.604+08:00Plugin system perfectly fits N64 modular architect...Plugin system perfectly fits N64 modular architecture. The problem here is in hardware rendering. Plugin gets command: display current frame buffer on screen. Software plugin will show frame buffer in RDRAM. If CPU will update it, the plugin will show updated content. Hardware plugin will show video card&#39;s frame buffer. Obviously, CPU module can&#39;t modify it.gonetzhttps://www.blogger.com/profile/08505275620490166369noreply@blogger.comtag:blogger.com,1999:blog-3684028292581698421.post-11173185164354232372013-10-21T05:29:01.326+08:002013-10-21T05:29:01.326+08:00So is this going to be opensourced or is yet anoth...So is this going to be opensourced or is yet another glN64 fork going to get its source hogged again like seems to be the trend in the N64 scene?Daniel Wilmeshttps://www.blogger.com/profile/02114622055733700039noreply@blogger.comtag:blogger.com,1999:blog-3684028292581698421.post-85146189654375722212013-10-21T03:18:39.506+08:002013-10-21T03:18:39.506+08:00I&#39;m not sure if this pertains to the Frame-buf...I&#39;m not sure if this pertains to the Frame-buffers, but I could have sworn the dividing net in Mario Tennis had a shadow.Truth Unknownhttps://www.blogger.com/profile/00387112505280796844noreply@blogger.comtag:blogger.com,1999:blog-3684028292581698421.post-53567302134315177622013-10-20T23:32:32.223+08:002013-10-20T23:32:32.223+08:00Got the OGL equivalent: http://www.opengl.org/regi...Got the OGL equivalent: http://www.opengl.org/registry/specs/ARB/shader_image_load_store.txtneobrainhttps://www.blogger.com/profile/03931171754406752820noreply@blogger.comtag:blogger.com,1999:blog-3684028292581698421.post-49054930296972553602013-10-20T23:30:34.417+08:002013-10-20T23:30:34.417+08:00Concerning depth buffer emulation, you might want ...Concerning depth buffer emulation, you might want to emulate depth buffers as a RW (read-write) buffers (d3d11 terminology, no idea how they&#39;re called in ogl). That should give you more freedom in the format handling, etc. Shouldn&#39;t be all that hard, the worst part would be getting familiar with RW buffers and implementing depth testing from scratch in your pixel shader.neobrainhttps://www.blogger.com/profile/03931171754406752820noreply@blogger.comtag:blogger.com,1999:blog-3684028292581698421.post-21771932882249746772013-10-20T23:27:06.813+08:002013-10-20T23:27:06.813+08:00&quot;It is not hard to read an image from RDRAM a...&quot;It is not hard to read an image from RDRAM and render it on screen. The problem is that graphics plugin implements RCP and when CPU bypasses RCP it bypasses the plugin as well. That is plugin does not know when it must stop waiting for display list and switch to RDRAM reads.&quot;<br />I never really understood why you N64 emu people think the &quot;plugin system&quot; mess is a good idea. If I understand you correctly with this quote, the plugin system seems to impose a completely virtual restriction on the emulation accuracy for virtually no gain (well, assuming that one regards all &quot;advantages&quot; of plugin systems as useless, like I do :P).<br />neobrainhttps://www.blogger.com/profile/03931171754406752820noreply@blogger.com